Triang3l
|
27a8e4259e
|
[D3D12] DXBC: Fix 0*anything check with negated operands
|
2019-01-12 18:52:06 +03:00 |
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Triang3l
|
ef523823d5
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[D3D12] Force early Z with DSV, fix blend disabled flag in rb_colorcontrol ignored
|
2019-01-11 17:07:33 +03:00 |
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Triang3l
|
75ec48d225
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[D3D12] DXBC: Don't declare shared memory SRV in the depth-only pixel shader
|
2019-01-06 18:41:54 +03:00 |
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Triang3l
|
928e46c8b2
|
[D3D12] Adaptive tessellation of triangle patches
|
2018-12-29 20:53:41 +03:00 |
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Triang3l
|
ed09cac440
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[D3D12] DXBC: vfetch RoundIndex, vertex index signedness fixes
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2018-12-28 08:11:34 +03:00 |
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Triang3l
|
ec7667ce1b
|
[D3D12] Broken memexport shader code
|
2018-12-27 20:43:17 +03:00 |
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Triang3l
|
bd9aae016f
|
[D3D12] DXBC: eA and eM registers
|
2018-12-22 19:51:12 +03:00 |
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Triang3l
|
e803ee84d5
|
[D3D12] Bind shared memory as UAV with memexport
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2018-12-22 15:39:47 +03:00 |
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Triang3l
|
645f450321
|
[D3D12] DXBC: Fix UAV and sampler operands
|
2018-12-22 14:26:18 +03:00 |
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Triang3l
|
0aeff797e5
|
[D3D12] DXBC: Allocate multiple registers with PushSystemTemp
|
2018-12-21 22:54:26 +03:00 |
|
Triang3l
|
c84511a5f1
|
[GPU/D3D12] Update tessellation enums
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2018-12-19 18:23:54 +03:00 |
|
Triang3l
|
cbba86fcf0
|
[D3D12] Split DXBC shader translator into multiple files
|
2018-12-19 14:24:16 +03:00 |
|
Triang3l
|
2de0e26606
|
[D3D12] DXBC: Remove ugly useless indexable temp fallback
|
2018-12-16 13:03:03 +03:00 |
|
Triang3l
|
574f85cc15
|
[D3D12] Refactoring: DXBC -> Dxbc
|
2018-12-14 13:25:07 +03:00 |
|
Triang3l
|
2b646ff425
|
[D3D12] Fake per-edge tessellation with continuous
|
2018-12-12 22:12:32 +03:00 |
|
Triang3l
|
1ee3ed03fd
|
[D3D12] DXBC: Skip loading and some ALU ops for identical operands
|
2018-12-09 00:20:13 +03:00 |
|
Triang3l
|
352a443c67
|
[D3D12] DXBC: Small cleanup of something ugly in subs_prev
|
2018-12-08 19:18:56 +03:00 |
|
Triang3l
|
e1f0e9c84a
|
[D3D12] DXBC: Slightly shorten SM3 mul behavior emulation
|
2018-12-08 16:42:30 +03:00 |
|
Triang3l
|
9427667a27
|
[D3D12] Experimental 2x resolution scale
|
2018-12-06 10:38:13 +03:00 |
|
Triang3l
|
132af3e266
|
[D3D12] DXBC: Don't skip invariant driver optimizations
|
2018-12-04 12:29:27 +03:00 |
|
Triang3l
|
bb53d722f9
|
[D3D12] Don't use switch in shaders on Intel, log GPU name
|
2018-12-03 16:31:49 +03:00 |
|
Triang3l
|
f634e94227
|
[D3D12] ROV: Don't mark Z of PS SV_Position as used in dcl
|
2018-11-26 20:53:34 +03:00 |
|
Triang3l
|
9a58841219
|
[D3D12] ROV: Use MSAA instead of SSAA
|
2018-11-25 16:37:38 +03:00 |
|
Triang3l
|
66a37c0cc3
|
[D3D12] ROV: Aliasing and bounds checking, retc instead of discard
|
2018-11-17 17:15:15 +03:00 |
|
Triang3l
|
6901c3ea17
|
[D3D12] DXBC: Fix operands in scalar multiplication zero check
|
2018-11-16 19:25:24 +03:00 |
|
Triang3l
|
6a8a080703
|
[D3D12] DXBC: Source map comment output
|
2018-11-10 19:01:05 +03:00 |
|
Triang3l
|
fd12302108
|
[D3D12] DXBC: Fix setp_inv output when the predicate is set
|
2018-10-31 16:18:19 +03:00 |
|
Triang3l
|
de141e0ee3
|
[D3D12] DXBC: Rewrite conditional execution
|
2018-10-30 21:31:59 +03:00 |
|
Triang3l
|
e39bb04875
|
[D3D12] ROV: Fix min/max blending operation
|
2018-10-29 10:24:49 +03:00 |
|
Triang3l
|
1d45a4f67e
|
[D3D12] Round to nearest when converting to fixed-point
|
2018-10-26 22:04:11 +03:00 |
|
Triang3l
|
64d5574023
|
[D3D12] Don't apply the epsilon offset to cubemap face
|
2018-10-24 17:30:28 +03:00 |
|
Triang3l
|
cabffea4d7
|
[D3D12] Write pixel, not sample, position to ps_param_gen
|
2018-10-24 17:08:15 +03:00 |
|
Triang3l
|
e68a0c37b9
|
[D3D12] Add epsilon to texture coordinates to resolve tie in nearest-neighbor filtering
|
2018-10-24 16:35:00 +03:00 |
|
Triang3l
|
b81bb4d68c
|
[D3D12] Code cleanup
|
2018-10-23 16:42:53 +03:00 |
|
Triang3l
|
729406dee2
|
[D3D12] ROV: Blend in linear color space
|
2018-10-22 15:54:41 +03:00 |
|
Triang3l
|
6b09c02c42
|
[D3D12] ROV: Alpha saturate blending factor
|
2018-10-22 07:45:59 +03:00 |
|
Triang3l
|
f8d3e0c82f
|
[D3D12] ROV: Small stencil-related cleanup
|
2018-10-21 22:14:48 +03:00 |
|
Triang3l
|
b183b13868
|
[D3D12] ROV: Fix 7e3 alpha converted twice
|
2018-10-21 15:33:51 +03:00 |
|
Triang3l
|
b6006dc4b2
|
[D3D12] ROV: Fix 32-bit storing
|
2018-10-21 14:16:23 +03:00 |
|
Triang3l
|
24bf39e942
|
[D3D12] ROV: Don't clamp during blending for floats
|
2018-10-21 13:44:35 +03:00 |
|
Triang3l
|
eb185ab64c
|
[D3D12] ROV: Clamp float16 to 65504 to prevent Infinity
|
2018-10-20 21:50:57 +03:00 |
|
Triang3l
|
24ebe6b1a7
|
[D3D12] ROV: Non-IEEE multiplication in blending
|
2018-10-20 17:58:02 +03:00 |
|
Triang3l
|
1d97fe7d53
|
[D3D12] ROV: Declare SV_IsFrontFace in the depth-only shader
|
2018-10-19 12:30:09 +03:00 |
|
Triang3l
|
c1e78f6953
|
[D3D12] ROV: Broken stencil test
|
2018-10-19 11:33:50 +03:00 |
|
Triang3l
|
ea2864d21e
|
[D3D12] ROV: Stencil constant declarations
|
2018-10-18 23:02:25 +03:00 |
|
Triang3l
|
d214c62c78
|
[D3D12] ROV: Fix write mask source
|
2018-10-18 20:59:24 +03:00 |
|
Triang3l
|
f48ea20880
|
[D3D12] ROV: Track which RTs and components have been actually written
|
2018-10-18 14:54:33 +03:00 |
|
Triang3l
|
f5a90faeab
|
[D3D12] ROV: Separate depth and stencil discard/writing
|
2018-10-17 16:22:24 +03:00 |
|
Triang3l
|
1c6d753e55
|
[D3D12] ROV: Depth test refactoring
|
2018-10-17 15:23:58 +03:00 |
|
Triang3l
|
6c0ffe881a
|
[D3D12] ROV: Min/max blend operations
|
2018-10-17 13:04:03 +03:00 |
|